The safe mode for the cut scene afterwards didn't work, Wesnoth still died.

Near the Jungle
Why is the bridge (over the paint) unwalkable?
As long as Rhaxiz is on the map I can't win, because 'Kill all enemy units' is not possbile when you have a hitchance of 0% vs one of them. (Maybe say 'Survive until turns end' and add the killing them all after Rhaxiz is gone?)
And 'Survive until turns run out.' has a period too much. D:
And the Badass-mode makes me lose out on a Fire elemental, two Novice Summoners and a Camel Rider.

Southern Nations
Jaffar said that they'd have been faster if their fire elementals had not been weakened by the tropical climate. So, no fire elemental ban for the badass mode?

Because its vertical offset does not match hexes in a desirable way. Maybe I'll change it, but this is not a top priority as this part of the map is purely decorative and its tactical usage is minimal in my opinion.

As long as Rhaxiz is on the map I can't win, because 'Kill all enemy units' is not possbile when you have a hitchance of 0% vs one of them. (Maybe say 'Survive until turns end' and add the killing them all after Rhaxiz is gone?)

Fun fact: The paint of the circle in 'Near the Jungle' is unwalkable, but the paint of the circle in 'Southern Nations' is walkable.
Btw, Jaffars recruits blocking my keep is a problem.
Right, why did the Summoners woodcutting stuff if they are just using Fire Elementals?

The paint in Southern Nations should be unwalkable too. Thanks for reporting.
Jaffar's recruits will avoid Player's keep in the next version.
Summoners need woodcutting equipment because usage of fire elementals turned out to be problematic in a wet environment.
Cleave no longer kills friendly units. This is intentional.

@Konrad2: the game crashing on the cutscene in the Central Palace scenario hasn't been fixed as everything is correct code-wise. I suspect it may be caused by previous cutscenes (author and a carped ride cutscenes). I suggest playing that scenario after restarting the game, until I do something about it.

Ka-gatta
Semir (that Summoner who's Ghost attacks me) has a Statue. Mehir comments on the irony of the 'rest in peace' part, considering that they "just now fought" his Ghost. I'm still fighting that Ghost though.

Short question: This scenario is supposed to be a place to stock up on Dimensional Gates, right? (Btw why do DG II need 26 xp? It's not like they care about the lvl of the killed unit.)

...why is there an earth elemental with the carpet? How did it even get there?

Maybe add the 'Mehir can't have a Jinn yet' at the beginning of the scenario. You have so many Gates, so using one to create a Jinn isn't farfetched.

'Advances the unit' special of special things does not work on max level units.

Godess of all Rhamis
Mehir: ...was supposed to be a rescue mission rather, so weren't quite in a rush...
The missing word aside, what kind of rescue mission is this if you are not in a rush?

This is one of the few campaigns I've played through multiple times. (I think twice). Years and years ago it feels like.

I saw "New gameplay mode" and got very curious. But the first level itself is very different than the last time I played it.

I guess it would be the original first level with carpets and normal novice summoners vs the mysterious air mage.

I am curious, was it just some parts that were polished a la the first level and most of the campaign is intact as before? Because if there was another earlier massive overhaul that I haven't played through yet than I don't need to play "Badass mode" But if only the trappings have been changed than "Badass mode" might be a good choice to help make things more interesting for me.

I hope my question made sense.

Btw the background of the new first level is absolutely incredible and I love it!

I am curious, was it just some parts that were polished a la the first level and most of the campaign is intact as before? Because if there was another earlier massive overhaul that I haven't played through yet than I don't need to play "Badass mode" But if only the trappings have been changed than "Badass mode" might be a good choice to help make things more interesting for me.

The first two very changed significantly, but the rest are mostly the same, with improved dialog. Also, there are a few more dialog scenarios compared to the early versions.

Dimensional gates can earn XP when they are being hit by a triple strike (as a secondary target). This is also true for cleave attacks.
While the xp get's wiped by the start of someone elses turn, you theoretically can level up a Dimensional Gate without it having to kill something.

Triple strike can drain from secondary targets, even if that target is magical or whatever says that the can't be drained.
And draining a secondary target removes all applied debuffs (to the hdyra). Your hydra is slowed or poisoned? No problem! Just let it drain a secondary target. (This really sucks is 'Defense of Saffaros' when you use a row of water elementals with melee slow as defense.)
Also: After the fight is over, the secondary targets hp is set to 'hp before fight - dmg done by first secondary hit'. So every hit after the first one doesn't count, unless you kill the secondary target.

Why are there two Cyclops Goliath units which are exactly the same?

Defense of Saffaros
Why is 28,29 a Keep, instead of a flooded Ruined Keep?
'40% of gold carried over to the next scenario.' -> Actual carryover is 100%.

I don't think Great Warlocks should be able to advance to Master of Darkness in the campaign, as this is a title that you are 'granted' by their Dark Gods (along with some powers), instead of something you can achieve.

Siege of Kharos
The first spell the Master of Darkness casts looks similar to the thing in 'Chaos', but it's in white. (Same for Rashtis first jumping up the wall...but that was green.)
It's funny and depressing that the Kharosians are cheerleaders even though they are the ones getting sieged...
37,25 is a village on the 'right' side of the map. The purple enemy has it's keep close to it. That village belongs to the blue enemy ('left' side of the map) from turn 1 on. Why? {STARTING_VILLAGES_AREA 4 37 25 2}
Btw, {STARTING_VILLAGES 2 8} would be fine with {STARTING_VILLAGES 2 6}, because the only village you reach with 8 is given to side 4 anyway, because his village area contains that village and it's declared after side 2. (Still checking if I'm right about this.) (I'm not sure, but whatever.)Dharma'Rashti want's to kick Tharis butt, but is allied with them. Uhm. I understand now.
I'd like you to take a look at the base of the Kharos Wall, your placement/start of 'flat, impassable' tiles is pretty counterintuitive.

Summon circles: This thing is always at least at the height of a flat hex, no matter if the Summoner is standing on a swamp or drowning in shallow water.
Additionally, Summons Masters stand at the same height of their Summon circle, so they can apparently walk on water/swamps.

Wut. This hapens when Mehir is hit as a secondary target of bite (triple strike).

Sky Kingdom
Could you please make the number of units in a group no less than 4? I don't feel too good about almost losing a Great Jinni in turn 1, with him and the Efreeti next to him guaranteed to die in turn 2. ._. (A position where 5 Cosmic Eyes can reach in turn 1 just sucks...too many Cosmic Eyes...)
After the water mage dies because of the Golem his keep disappears. The terrain is now called 'chasm', which is not reflected visually.

North Pole
Mehir is freezing even with a Fire Avatar next to him.

Why does Mehir not heal when he picks the Gate advancement?

Ruins
My first unit to be attacked was a Dimensional Gate II. It talked after it won. You might want to add some code so it defaults to Rashti or Mehir talking when a Dimensional Gate (II) is the first one to be attacked.
If Rashti is our of balance, but both halves are within the circle, then only the blue half will be teleported together with you. (You will somehow still have a complete Rashti next scenario.)

Epilogue
At some point the Guru just says 'Erm... Pardon?' I feel that something is missing, maybe Mehir should have said something?

The other one is used for Krog, the one sending lizards flying in Southern Nations. I think it would be easier to use a single instance of that unit type and apply an object with extra_anim, but that's low priority right now.

Summon circles: This thing is always at least at the height of a flat hex, no matter if the Summoner is standing on a swamp or drowning in shallow water.
Additionally, Summons Masters stand at the same height of their Summon circle, so they can apparently walk on water/swamps.

I am not sure if I get it right, but you probably comment on the way the game handles halos. Unfortunately it can't be helped right now as I believe it would require a new game feature, which would allow rendering such effects not on top of everything but in a more suitable layer.

Additionally, Summons Masters stand at the same height of their Summon circle, so they can apparently walk on water/swamps.

I am not sure if I get it right, but you probably comment on the way the game handles halos. Unfortunately it can't be helped right now as I believe it would require a new game feature, which would allow rendering such effects not on top of everything but in a more suitable layer.

Mostly yes. But maybe not, regarding the Summons Master. I'll just take a picture.

Attachments

You see why I call this flying?

Last edited by Konrad2 on March 5th, 2019, 12:36 pm, edited 5 times in total.

This release delivers a big portion of bugfixes. You need to update TLU Resources - pt.1 too!
I'd like to thank Konrad2 for his incredible feedback and commitment. He tested the add-on in a quite detailed way allowing me to improve the campaign even further, thank you! Some of this feedback is EoMa-related so you can expect a patch for the era soon.